Big AI problems. They tend to fall off the elevated bridge, and even if they make it onto the bridge they turn off halfway through... I'd suggest getting into the game, just you on the track, then type "demo" on the keyboard. That'll make the AI drive your truck and you can see for yourself how the AI drives the track. I'm sure you've seen Disposable's thread in General Discussion?

When I came home for lunch last night, I forwarded the pics I took to work so that I could post them there - everything was quiet at the time. Upon returning to work, our major systems started freakin' out, which pretty much ruined the rest of my night, killing any chance I had of dropping a few lines (and pics) in here.

At any rate, I only noticed a few things:

1. You know, these trees are just . . . weird. From one angle they look like they're floating, but if you look it from from a different angle it's looks fine. There's nothing to be done about that, of course. I just needed to get it off my chest, let out a little steam lol.

2. Two hay bails shown on the left here are recessed until you drive by them, at which point they spring to life. Incidentally, they seem to be a tad heavy. Is there a reason for that?

4. Finally, I don't know about anyone else, but the lack of cp markers make me nervous. Unless the cp trip zone stretches completely across the road, it's nice having a visual reference point. Even on your GP tracks you had markers. They were tiny little suckers, but you had something to key on. Yes, you can stay on the road, but in the heat of battle when you're trading paint and bumping with one or several other people, it'd be all too easy to catch a hip-check at the wrong time, resulting in a missed cp.

1. You know, these trees are just . . . weird. From one angle they look like they're floating, but if you look it from from a different angle it's looks fine. There's nothing to be done about that, of course. I just needed to get it off my chest, let out a little steam lol.

Yeah, I thought there was something wrong with my eyes the first time I added trees. It's odd, they look kind of stretched depending on where you are, and it makes me dizzy looking at them.

SLO_COPE wrote:

2. Two hay bails shown on the left here are recessed until you drive by them, at which point they spring to life. Incidentally, they seem to be a tad heavy. Is there a reason for that?

I noticed those myself shortly after releasing the latest beta and fixed them, so you don't need to worry about them. The weight is due me being used to the old Traxx weight system, which was very off, but I used it for several years. Hence the bales being about 10 times too heavy. I'm a bit reluctant to fix them, since there are a lot of bales, and they could just be thought of as water-filled barriers.

4. Finally, I don't know about anyone else, but the lack of cp markers make me nervous. Unless the cp trip zone stretches completely across the road, it's nice having a visual reference point. Even on your GP tracks you had markers. They were tiny little suckers, but you had something to key on. Yes, you can stay on the road, but in the heat of battle when you're trading paint and bumping with one or several other people, it'd be all too easy to catch a hip-check at the wrong time, resulting in a missed cp.

The problem is that I have struggled to find anything that's not obvious and looks like it could really be there. I could try using textures (as was suggested earlier, a line in the dirt) though that would mean a fair bit of work. Would it be worth it? If you were racing, would you see a small white line easily enough?

Oh, ok. In Traxx there are several paths (Main and 1 to 4). Main controls the shape of the map and the Rookie and Intermediate trucks, as far as I know. Path 2 does Professional trucks (I'm now sure of this). I don't think the others have any use?

I've been carefully adjusting the AI path so that they follow the course, and take a fast racing line. it's going alright and I hope it's good enough for that pack.

I have no idea how I managed to put 2 pods in there. They are indeed both the same. I made a copy with a different name because DustBowl2007.pod was already uploaded here, in the final beta. Probably worth removing DustBowl2007Final.pod from the zip.

Phineus wrote:

In addtion to levi's comment about wonky driving response, I've heard tell that somebody complained it was like driving on glass. However, I can find no logical basis for either claim.

That's odd, no idea what that's all about. For levi, it's possible that he got the "Have mark increase box count" error, then tried to run it again, causing the broken suspension problem. That's happened a few times in testing. As for driving on glass, the only thing I can think of is that they're using a wheel and force feedback is turned off.

Phineus wrote:

Point 2. Models have no *.bin file extension.

I can fix this by changing the extension settings in Windows Explorer, right? Can I get away with cutting the models out but leaving the boxes, then inserting them again?

I did the DEMO code once again, and you did a good job on the AI, up until it swerved off the track and drove over the hills and far away... but, this is the final upload, and I ain't complaining. Anyway, I'm like the only MTM2er who races offline anymore...

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